Esempio n. 1
0
    /// <summary>
    /// Instantiates a new game object with an attached Troop script.
    /// Returns the Troop object in that script.
    /// </summary>
    public List <Troop> GenerateTroop(TroopClassification classification, Allegiance allegiance)
    {
        /// Increment the Allegiance's troop count
        troopCounts[allegiance][classification] = troopCounts[allegiance][classification] + 1;

        // Create an empty troop game object
        Troop troop = GameObject.Instantiate(emptyUnitPrefab).AddComponent <Troop>();

        troop.unitName = $"{Utilities.instance.CountToOrdinal(troopCounts[allegiance][classification])}" +
                         $" {Utilities.instance.UppercaseFirstLetter(allegiance.ToString())}" +
                         $" {Utilities.instance.UppercaseFirstLetter(classification.ToString())}";

        troop.InitializeTroop(classification, allegiance);

        return(new List <Troop>()
        {
            troop
        });
    }
    private void CreateButtonFromSpawnClass(City city)
    {
        purchaseButton.GetComponentInChildren <Text>().text = Utilities.instance.UppercaseFirstLetter(classification.ToString());

        // Deactivate purchase button if the player doesn't have enough gold to buy the troop
        // or if the city has already performed an action
        if (GameManager.instance.GetPlayerLeader().gold < TroopStats.statLedger[classification][Stat.COST])
        {
            purchaseButton.interactable = false;
        }
        else
        {
            purchaseButton.onClick.AddListener(() =>
            {
                GameManager.instance.GetPlayerLeader().PurchaseTroop(classification, city);
            });

            purchaseButton.interactable = city.hasAction;
        }
    }